Technomancer

(Unit)
Type: model
Category: Elite
Categories: Elite, Heretic, Artificial, Tough, Leader
EntryId: ac3e-734d-ddbe-d291
Hidden: true
Costs: 80 Ducats

Constraints:

max(roster): 1
Options (7)
Advancement:
Skills:
Rules (1)
Leader
Add +1 DICE to Morale Checks if your Warband has at least 1 model with this Keyword on the battlefield that is not Down or Out of Action.

Profiles:

Unit MovementRangedMeleeArmourBase
Technomancer

6"/Infantry

+2 Dice

+2 Dice

0

32mm

Ability
Obey, don't question:

As a RISKY ACTION, the Technomancer can command any other friendly CADAVER CORPS ARTIFICIAL model within 12” to do one of the following:

  • Conflagrate: The ARTIFICIAL model immediately suffers the results of a Minor Wound injury from an attack with the keyword FIRE.
  • Overwhelm: The ARTIFICIAL model immediately DOWNS itself and any enemy model with a 40mm base or smaller it is in melee with. Neither take any BLOOD MARKER(s) for becoming DOWN. This ability cannot be used if either model is immune to becoming or already is DOWN (For example, Byzantinium Heart or Too Proud To Fall).
  • Salvage: The ARTIFICIAL model immediately takes itself Out of Action, then one other friendly ARTIFICIAL model within 12” of the Technomancer (including the Technomancer) may remove up to 2 BLOOD MARKERS. An Artificial model taken Out of Action this way may reroll its injury dice at the end of the battle, but must keep the second result if it does so.
Machine Learning:

As an ACTION, the Technomancer assumes direct control over any friendly CADAVER CORPS ARTIFICIAL model within 12” that has not been Activated this turn. If successful, the Technomancer’s Activation immediately ends and the target’s Activation begins immediately after.

Leader:

This Technomancer is the leader of the Warband.

Modifiers:

set hidden false
1+ selections of Cadaver Corps in roster (recursive)
set max(roster) 0
1+ selections of Heretic Priest in roster (recursive)